Tuesday, December 30, 2008

Give me data or give me...

I will consider this my last post on the topic of magic accuracy/magic hit rates. Again, most of the credit should go to lodeguy for all of his time-consuming experiments and insights, much of which I elided in the interest of saving (my) time. I don't fancy myself a gatekeeper of knowledge (anyone who knows Japanese may want to review his posts in their entirety, since I cannot read Japanese for the most part) but two years on it's about time someone English-speaking talked about this stuff in some detail. Yet I thought writing about what someone else already figured out would be fairly straightforward...

You may review my first four posts on this topic:
First off, I'd like to address my use of the terminology "magic hit rate" to make a distinction between "effective magic accuracy" (output) and "magic accuracy" the attribute (input). I am not a terribly big fan of the term "magic hit rate" that I've been using the last few weeks, especially since in the Japanese language, the term 魔法命中率 could be translated as either "magic hit rate" or "magic accuracy," so there is no distinction between "hit rate" and "accuracy" using the Japanese term. Instead of using "magic hit rate" as "short-hand" for "the probability of landing an unresisted magic spell," I could have used one of the following:
  • effective magic accuracy
  • rate of landing magic unresisted
  • resist rate (as 1 minus the probability of landing an unresisted magic spell)
The first term seems the best since 1 point of magic accuracy input does not always yield 1 point of magic accuracy output, as shown previously, so I will use that term from here on. lodeguy himself used the term ヒット (hit) for an unresisted spell, so that is one reason I just adopted the terminology "magic hit rate" to start.

The second term is more awkward than "magic hit rate" and the third necessitates the use of negative language ("reducing resist rate") and making a distinction between different levels of resists (so that "resist rate" is understood as a catch-all for all types of resists). So that was supposed to be some kind of excuse for me using the term "magic hit rate" throughout.

Anyway, I mainly want to address whether a 1-point increase in elemental magic skill is equivalent to a 0.9% increase in effective magic accuracy above the 200 magic skill level.

This claim has endured as long as it has because partly because of the intuitive appeal inherent in the notion that magic accuracy is supposed to be analogous to melee accuracy. Perhaps it was to trump up the value of pure magic accuracy as opposed to specific magic skill. (All things being equal, which rarely occurs, magic accuracy does have appeal as a general attribute, a catch-all for all types of magic.)

Yet with no way to verify easily what one's effective magic accuracy is, there was no convenient way to refute or confirm that claim (among many, many other claims). But lodeguy did all the inconvenient work for you, and it was sitting under my nose. And I can provide some additional cover for lodeguy.

First, let's re-examine one of lodeguy's data sets.

Casting Water magic (103 INT, Neptune's Staff) on a level 78 Earth Elemental at various levels of elemental magic skill, he obtained the following results (11,934 trials):

SkillNo resist1/2 resist1/4 resist1/8 resist
2351960
(.532)
967
(.262)
409
(.111)
348
(.094)
2401294
(.582)
563
(.253)
229
(.103)
136
(.061)
2501390
(.694)
407
(.203)
142
(.071)
65
(.032)
2621585
(.821)
287
(.149)
43
(.022)
15
(.008)
2701858
(.887)
204
(.097)
30
(.014)
2
(.001)


When I looked at this data set, it was to establish the increase in effective magic accuracy, above 50% effective magic accuracy, for every 1-point increase in elemental magic skill. For some inexplicable reason, I used only the bottom three rows of the above table when fitting the linear probability model, obtaining the following results:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 1 1.1684 1.1684
Scaled Deviance 1 1.1684 1.1684
Pearson Chi-Square 1 1.1610 1.1610
Scaled Pearson X2 1 1.1610 1.1610
Log Likelihood -2878.9070


Algorithm converged.


Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter DF Estimate Error Limits Square Pr > ChiSq

Intercept 1 -1.7053 0.1604 -2.0197 -1.3909 113.03 <.0001
skill 1 0.0096 0.0006 0.0084 0.0108 249.35 <.0001
What I should've done instead was use all the data, in which case I obtain the following results:
           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 3 2.4983 0.8328
Scaled Deviance 3 2.4983 0.8328
Pearson Chi-Square 3 2.4871 0.8290
Scaled Pearson X2 3 2.4871 0.8290
Log Likelihood -6935.4539


Algorithm converged.


Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter DF Estimate Error Limits Square Pr > ChiSq

Intercept 1 -1.8719 0.0683 -2.0056 -1.7381 751.90 <.0001
skill 1 0.0102 0.0003 0.0097 0.0108 1458.65 <.0001
While the first 95% confidence interval covered .009, the last 95% confidence interval, which was generated considering all the data at hand, does not cover .009 (effective magic accuracy increase of 0.9% for every one-point increase in elemental magic skill), so it's a pretty safe bet that above 200 elemental magic skill, 1 point of elemental magic skill is equivalent to effective magic accuracy higher than 0.9%.

To visualize how good the model fit is, here's some graph-junk for you:



Conclusion: There is scant reason to believe that 1 point of elemental magic skill above the 200 level yields only a 0.9% increase in effective magic accuracy (unless lodeguy and I were extremely unlucky). You might as well treat it as a 1% increase! Perhaps this is not the case for other types of magic skill, and perhaps there is some funny business above the 300 level, but at least here is some conclusive evidence for the range of elemental magic skill considered.

The following is supposed to be the extra "cover" for lodeguy's results (they can stand on their own though), and again is mainly for my own amusement.

Finally, using the exact same sample-size allocation and levels of elemental magic skill that lodeguy used for this particular experiment, I can generate approximate sampling distributions for the mean change in effective magic accuracy (magic hit rate) per one-point increase in elemental magic skill.

First off, I generated a sampling distribution assuming +0.9% effective magic accuracy per +1 elemental magic skill. Here, I assumed that the effective accuracy at 240 elemental magic skill was exactly 53%, but it is the changes in elemental magic skill that really matter:

(The approximate normal distribution is drawn with a red curve, and the histogram uses the data generated from simulation.)

As you can see, under the assumption of +0.9% effective magic accuracy per +1 elemental magic skill, observing (as a point estimate) an increase in effective magic accuracy of 1% or greater for any one experiment (given 11,934 trials...) is pretty rare (in the right tail). If you treat this assumption as a straw man to knock down (otherwise known as the null hypothesis), you will knock down the straw man (reject the null) with an approximate probability of .93 (given Type I error of .05) if the real (not estimated) accuracy increase is 1% for every 1-point increase in elemental skill. Of course, if the real increase is just 0.9%, the null will be rejected "only 5% of the time" (the Type I error of .05 that was fixed in advance of frequentist inference).

It may also be interesting to see what an approximate sampling distribution for the mean change in effective magic accuracy, assuming +1.0% effective magic accuracy per +1 elemental magic skill, would look like:

If the assumption (+1.0% effective m.acc per +1 elemental skill) is actually true, then observing an increase in effective magic accuracy of 0.9% (or less) should be extremely rare (see left tail), given 11,000+ samples.

That's a wrap for this topic.

Monday, December 29, 2008

Even more on magic resist rates

(Edit - Dec. 30: Some further thoughts on the enspell experiment.)

In the past week, I discussed over several posts a Japanese player's extensive exploration of magic resist rates, specifically changes in "magic hit rate" ("lack of resist" rate) with each of several controllable factors (use of elemental staves, elemental magic skill, INT, and magic accuracy) for nukes alone. You may review these posts under the "magic resist analysis" tag.

I would've left it at that, but I didn't realize until now that there was a "reaction" on BG forums generated by my discussion of lodeguy's data. In particular, there are a few data sets that I would like to go over as they may help focus further investigation.

You may skip to the summary if you like.

Alkalurops vs. HQ elemental staff

As a competitor to elemental staves, Alkalurops seems to be maligned from an accuracy standpoint because it's assumed that its "effective" accuracy (comprised of contributions from INT/MND/CHR +10 and magic accuracy +20) is worse than that of a HQ elemental staff, usually because it is assumed that staves provide a multiplicative accuracy bonus (in the absence of any real evidence). (Obviously, for nukes Alkalurops is inferior to HQ staves merely from a damage standpoint.) But, if you've read any of my recent posts, you should now be comfortable asserting that INT does make an important contribution to reducing resist rates, at least when it comes to nukes.

Consider the results of the following experiment comparing the accuracy of Alkalurops to that of Terra's Staff (check the forum post for details as I am not interested in rehashing experimental conditions):


ConditionNo resistSome resist
No staff
296
(.296)
704
(.704)
Terra's Staff
354
(.443)
446
(.558)
Alkalurops
355
(.444)
445
(.556)


At the risk of committing a Type II error, this result is not all that surprising given what we've inferred thus far about magic hit rate bonuses from elemental staves, magic accuracy, and INT.

The Terra's Staff (HQ) seems to be providing a constant 15% increase to the "success" (no resist) rate, which could be considered an elemental magic accuracy bonus of +30 cut in half (+15) since the initial and final magic hit rates are both under 50%.

A possible explanation for the Alkalurops is that it seems to be providing an "effective" magic accuracy bonus of +30, with contributions from its magic accuracy attribute (magic accuracy +20) and from its INT attribute (INT +10 corresponding to an constant increase of 10% hit rate since ΔINT is below +10). This effective accuracy bonus is cut in half since the initial and final magic hit rates are both under 50%.

Not only does this example suggest that the accuracy effect of added INT (like magic skill, magic accuracy, and staff accuracy bonuses) is attenuated below 50% magic hit rate, it also suggests that Alkalurops is a strong enfeebling staff and an acceptable replacement for a whole family of HQ elemental staves (again, when it comes to enfeebling). When it comes to enfeebles, it would not be that great a leap to conclude that, based on results from nuking, INT/MND/CHR must provide some accuracy bonus in addition to a potency bonus (where applicable). The next example shows that additional MND does reduce the "complete resist" rate of Paralyze.

Experiments with Paralyze

This next data set comes from "FFXI Hunter's Bible Version II" and is the result of 8,000 casts of Paralyze on level 84 Aura Statues (were they sure the level was fixed?) under varying conditions. The event of "success" was defined as anything that wasn't a complete resist (both non-resists and partial resists). A summary of point and interval estimates for this data set follows:

                  Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits Pr > ChiSq

Intercept -1.9919 0.4107 -2.7969 -1.1870 <.0001
skill 0.0064 0.0013 0.0038 0.0090 <.0001
macc 0.0073 0.0013 0.0046 0.0099 <.0001
mnd 0.0075 0.0013 0.0048 0.0101 <.0001
staff HQ 0.2070 0.0207 0.1665 0.2475 <.0001
staff NQ 0.1710 0.0205 0.1308 0.2112 <.0001
day Ice 0.0160 0.0192 -0.0216 0.0536 0.4048
day Fire -0.0210 0.0187 -0.0576 0.0156 0.2610


I know it is kind of trivial to give such a summary (the result of fitting the saturated linear probability model) when you can inspect the data directly and see that MND does affect the accuracy of Paralyze, but it does conveniently summarize the precision of these point estimates in red.

It is important to note that the given point estimates are not appropriate to describe the actual changes in magic hit rate (no-resist rate) because they also encompass partial resists. These estimates should therefore be higher than the "real" no-resist rates.

The other important observation is that the effects of Iceday and Firesday, respectively, on the accuracy of Paralyze are not even close to being statistically significant (at the 5%, 10%, 15%, and 20% levels), if they even exist at all. The relevant p-values are in red. It is not mentioned whether an obi was used.

The following is a convoluted discussion on whether there are discrete levels of Paralyze resists and how they may be observed indirectly. You can skip this part since it's mainly for my own amusement.

We know (or should know from experience) that levels of resists for Sleep, Poison, and the "elemental enfeebling" line of spells seem to have 3 distinct levels of resists (full duration, half-duration, and complete resist). Is it appropriate to conclude that enfeebling spells with a "continuous" range of durations, like Paralyze (only Paralyze?), also have discrete levels of resistance?

If the point estimates above are really the result of Paralyze resists following a multinomial distribution, it may help to illustrate what these point estimates might really be... estimating. For example, if many enfeebling spells follow a multinomial distribution, using the exact same logic of conditional probability that has been validated for nukes (not to say that this is easily verifiable for enfeebles, because it would take forever to do so; therefore, I cannot say whether this assumption is valid at the moment), then the multinomial proportions may vary with some level of "input" (INT, magic skill, magic accuracy, whatever) as follows:



Here, I describe a situation where there are only 3 levels of resists (no resist, half-resist, and full resist). This image roughly describes how p, the probability of no resist, and p(1 - p), the probability of a half-resist, may vary with input level when p is below 50%.

Suppose that the quantity p + p(1 - p) (illustrated in red) is what the point estimates above are actually trying to describe. Specifically, the point estimates would then be estimates of the slope (rate of change) of the curve in red. They seem "plausible" enough considering the precision (or imprecision) of these estimates compared to the theoretical rate of change of this curve as illustrated below:



So, it may really be the case that there are discrete levels of Paralyze resists. It's just that they seem difficult to observe directly, and may be observed indirectly by obtaining sample proportions of no resists and partial resists summed together (the sum being what is easily observed).

Obviously, the theoretical slope of p + p(1 - p) is not constant. If this applies to enfeebles such as Sleep, et al., then any experiments using Sleep and the like must account for this. (Not that anyone does or would.)

What if there are four levels of resists for Paralyze (and other enfeebling magic spells)? I also generated graphs for this case:



And for the rates of change:



Obviously, these apply to nukes. You can use lodeguy's data to verify that these trends apply to elemental magic skill and INT.

Using enspells to estimate changes in "magic hit rate" with magic accuracy

This approach seems to be a clever way to accumulate a large number of "trials" somewhat easily because it takes advantage of auto-attack and there are discrete levels of resists that are easily observed (if not automatically tallied with a parser). So, you can possibly deduce (estimate) a target's magic evasion after controlling for your own magic accuracy "score" and perhaps level correction/penalty.

Note that since the author has ice accuracy merits, the recorded magic accuracy levels reflect that. (I missed that initially.) But throwing caution to the wind, simple analysis of the above data (modeling the "full" enspell rate, or no-resist rate) cranks out the following results:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 2 0.0042 0.0021
Scaled Deviance 2 0.0042 0.0021
Pearson Chi-Square 2 0.0042 0.0021
Scaled Pearson X2 2 0.0042 0.0021
Log Likelihood -1678.4884


Algorithm converged.


Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter DF Estimate Error Limits Square Pr > ChiSq

Intercept 1 -0.8225 0.2504 -1.3133 -0.3316 10.79 0.0010
skill 1 0.0048 0.0009 0.0030 0.0066 28.05 <.0001
macc 1 0.0031 0.0051 -0.0069 0.0132 0.37 0.5428
element earth 1 0.0950 0.0239 0.0481 0.1419 15.77 <.0001
element ice 1 0.1418 0.0721 0.0004 0.2831 3.86 0.0493


If I entered the data correctly (rather, if the author bothered to record his data correctly), the goodness-of-fit statistics make the data appear very suspicious (p-value of .9979022 for the deviance statistic). If the estimates can be trusted, it appears that a one-point increase in enhancing magic skill increases the probability of a "full" enspell by almost .005.

The difference in magic accuracy levels is small (only 5) so it will be hard to quantify the effect of magic accuracy precisely without increasing sample sizes.

Perhaps the accuracy of enspells is handled in a fundamentally different way than other types of magic are. (We see that the damage of enspells may be increased by adding enhancing magic skill, whereas the damage of nukes is not directly affected by increases in elemental magic skill.) It would then be a waste of time to reconcile these results to lodeguy's. On the other hand, it is much easier to investigate enspells for the reasons cited earlier.

Summary

Some "salient" observations:

  1. In light of previous observations concerning the effects of INT and magic accuracy on magic hit rate ("lack of resist" rate), some evidence suggests that Alkalurops may be comparable to HQ elemental staves in terms of effective magic accuracy.
  2. MND affects the accuracy of Paralyze.
  3. Neither Firesday nor Iceday seems to affect the accuracy of Paralyze.
  4. Know what you are measuring when investigating magic resist rates with enfeebles. Just because an enfeebling spell doesn't resist completely doesn't mean it wasn't a partial resist.
  5. Investigation of enspells can lead to further insights about magic resist rates.

Friday, December 19, 2008

Describing "magic hit rate" symbolically

It has been almost two years since Taruface 4B (my term of endearment because he didn't provide his character name, or you can call him "Lodeguy" from his blog address) began his extensive, brute-force investigation of "magic hit rate," and it seems pretty strange to me that his results haven't really gotten much traction in the FFXI "community" (at least the English-speaking contingent) in the intervening 24 months. Just a thought.

In fact, in the past few months I have heard several English-speaking players allude to the graphs that seem to have originated from this player's blog, but no one ever called these players out on their assertions (they are not trivial ones), and I myself wasn't able to find these graphs until recently. (I just waded through Google results until I found his blog.)

Anyway, I don't feel like rehashing my recent posts about magic hit rate, which are more or less summarized in the previous post. I did get it twisted in the last post about how the game calculates magic hit rate after bonuses, but after considering all the analysis of the data in its entirety, I propose a simple equation to model magic hit rate, which is comprised of the following factors and discards completely the idea of a check against "base" magic hit rate (which was poorly defined by me and is a pretty awkward concept in hindsight) to determine magic hit rate bonuses:

A - magic accuracy score with contributions from magic skill, magic accuracy, staff bonus (elemental magic accuracy), and INT (and other factors)

E - magic evasion score with contributions from INT and elemental resistance (and other factors)

L - a penalty (or bonus) due to a level difference between caster and target.

Then, magic hit rate, represented by the greek letter π (as a probability), could be modeled as



where X = 0.5 if the quantity in parentheses is negative, and X = 1 if the quantity in parentheses is positive. Yes, you could say this model describes a "check" against that quantity in parentheses.

Also, π seems to have an upper bound of .95 (95%) (I do not feel like showing this at the moment) and the lower bound could be anywhere between 0 and .20 (20%) if we are drawing an analogy to melee hit rate. If I had to hazard a guess, I would place the lower bound at 5% for the sake of symmetry.

Such a relation would account for the observation that the bonuses from elemental staves, magic skill, and magic accuracy all seem to be halved below 50% hit rate. It would also account for my observation regarding the staff bonus, from an initial magic hit rate below 50% to a final magic hit rate above 50%. (This is where I got it twisted to begin with.)

A distinct factor to account for the specific contribution of INT, conditional on ΔINT, is also warranted given the data, but I would like to see more regarding INT bonuses below 50% hit rate.

There is also the possibility that, akin to melee accuracy and combat skill, the accuracy (hit rate) contribution from magic skill is 0.9% (instead of 1%) above 200 magic skill, so that pure magic accuracy may be more effective than magic skill (within certain ranges of magic skill), but showing that such a difference is statistically significant (assuming it exists) is difficult.

Another thought: for things that are resistant to magic of a particular element (or to a particular spell, like Slow), the "magic evasion" score could completely dwarf the "magic accuracy" score so that it's futile to pile on magic accuracy.

Again, this is just a working model, but it is one based on data, and not idle speculation. That's pretty much all I have for now, and I don't want to be even more pedantic and talk about the everyday implications of all of this if this model indeed holds, so I'll just leave it at that.

Thursday, December 18, 2008

More on magic resist rates

(Edit - Dec. 30: First image was fixed.)

(Edit - 7:00 PM PST: I wrote the last section in a muddle and it makes no sense. It was amended.)

(Edit - 5:00 AM PST: Summary added.)

This post is a continuation of my discussion of extensive data that a Japanese blogger collected for the purposes of investigating the relationship between "magic hit rate"--defined as a "lack of resist" rate for the purposes of my discussion unless otherwise stated--and each of several factors that are known to affect the accuracy of magic spells.

So far, I have gone over the possible relationship between magic hit rate and elemental staves and the relationship between hit rate and elemental magic skill. You may view the "tentative" conclusions so far. (I say "tentative" because I will be the first to acknowledge the limited scope of the binary regression models that are the basis for making any conclusions.) I will continue to focus exclusively on the accuracy of direct-damage magic ("nukes") as opposed to other magic types (but I may get around to discussing enfeebling magic later).

The importance of checking for linearity

First off, I just want to make a few comments regarding the (apparently) piecewise-linear relationship (which is plausible because it fits the data well, even if the author's procedure was more of an ad hoc one... not sure) between magic hit rate and elemental magic skill that the blogger described.

Yes, in the past I have said it may be feasible to estimate changes in "magic hit rate" with elemental magic skill by choosing two levels of elemental magic skill that are very far apart (and hope that your magic hit rate isn't capped before your higher level), and then perform some "regression" procedure, which is basically drawing a line through the two observed rates (sample proportions). If you fix the number of observations you will set out to collect, allocating your number of observations equally between the two levels will be the most efficient way to detect an effect (a statistical power rationale). Obviously, though, you can't even check for the linearity assumption (hence the term linear regression) since a line through two observed values is a perfect fit, and if the trend is not linear overall, the validity of your point estimate is highly suspect.

As an example, I return to this data set (experimental conditions: Water magic on a lv78 Earth Elemental, using 78 INT and varying levels of elemental magic skill with a Neptune's Staff):

SkillNo resist1/2 resist1/4 resist1/8 resist
2301233
(.380)
768
(.237)
499
(.154)
746
(.230)
240832
(.434)
469
(.245)
245
(.128)
369
(.193)
2501536
(.476)
826
(.256)
399
(.124)
468
(.145)
2621000
(.598)
373
(.223)
163
(.097)
137
(.082)
2701780
(.667)
600
(.225)
188
(.070)
99
(.037)


Performing a regression on this data yields the following results:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 3 19.8838 6.6279
Pearson Chi-Square 3 19.8790 6.6263

Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept -1.2832 0.0719 -1.4242 -1.1422
Skill 0.0072 0.0003 0.0066 0.0077


As I said previously, obviously this model, which assumes a linear relationship between hit rate and skill over the entire range of skill, is a poor fit to the data. The Japanese blogger was aware of this and proposed piecewise linearity. I suspect a failure to check for lack of fit is behind the estimated hit rate increases described on wiki.ffo.jp for 1 point of elemental magic skill (.064), 1 point of INT/MND/CHR attribute (.074), and 1 point of magic accuracy (.072), although there is no source cited.

For your convenience, I have furnished a graph plotting the observed magic hit rates (sample proportions) versus elemental magic skill for the above data set, and plotted the linear probability model fit to show poorness of fit. I also drew 95% (exact) confidence intervals for the point estimates:



I did include a loglinear model fit mainly for my own amusement (not as bad a fit), but there is no reason to think "the dev team" would really use some kind of explicit loglinear relationship (much less some general logistic one) for anything in FFXI. So I lean toward piecewise linearity because that would be simple to implement, I think.

I must admit, however, that I'd like to see any trends beyond 270 elemental magic skill and below 230 elemental skill, but this thought only comes about because the blogger was perceptive enough to propose piecewise linearity. Is there even enough elemental skill equipment out there to test across a range of elemental skill broader than a 40-point range?

That said, we can proceed to examine the relationship between magic hit rate and INT, keeping in mind the perils of assuming "global" linearity.

Magic hit rate versus INT

Refer to the original post for specifics. (There is more commentary, but the table doesn't make any sense to me.) The author endeavored to examine the relationship between magic hit rate versus INT for a wide range of ΔINT (his INT minus the target's INT). Did he suspect "global" nonlinearity with ΔINT to begin with, or did these results lead him to suspect a similar trend with elemental magic skill? You'll have to ask him.

Level 78 Earth Elementals appear to have 73 INT. He used some Water nuke with a Neptune's Staff with 262 elemental magic skill. The data is summarized as follows:


ΔINTNo resist1/2 resist1/4 resist1/8 resist
-20957
(.545)
439
(.250)
183
(.104)
176
(.100)
-151000
(.598)
373
(.223)
163
(.097)
137
(.082)
-10637
(.653)
230
(.236)
73
(.075)
36
(.037)
-5870
(.678)
270
(.210)
101
(.078)
42
(.033)
0886
(.721)
242
(.197)
71
(.058)
30
(.024)
+101585
(.821)
287
(.149)
43
(.022)
15
(.008)
+20884
(.854)
129
(.125)
19
(.018)
3
(.003)
+301387
(.909)
127
(.083)
9
(.006)
3
(.002)


I don't really feel like replicating graphs that the original author already created, so I will just show you the one he created plotting the data (with 68% confidence intervals) and his piecewise linear regression:



Perhaps the presence of the piecewise regression model fit influences your perception of the the trend. Still, it seems that INT appears somewhat less effective at high levels of ΔINT.

Thus, it is pretty obvious that assuming "global" linearity would yield a poor fit to the data, so the piecewise linear regression (whether the cutoff point is intuited or rigorously chosen) approach seems reasonable in order to estimate precisely the effect of a 1-point change in INT on magic hit rate (depending on the range of ΔINT).

And whether or not you use ordinary least-squares regression (which assumes a normal response, which a marginally binomial proportion is not) or a MLE method (GLM), the point and interval estimates of the slopes are pretty close anyway. The following uses MLE estimation for ΔINT between -20 and 10:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 4 1.6641 0.4160
Pearson Chi-Square 4 1.6626 0.4157

Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept 0.7291 0.0051 0.7190 0.7391
dint 0.0090 0.0004 0.0082 0.0098


It seems that between ΔINT -20 and ΔINT 10, a 1-point increase in INT is expected to result in a 0.9% increase in magic hit rate. (Aside: I dislike expressing changes in proportions--hit rate is a proportion--as percentages because they are often interpreted as increases by a factor of (1+[percent]/100), which is not what I mean. So that is why I usually lean toward expression of rates in decimal form... not that it really helps understanding all that much.)

Is .009 (0.9%) significantly different (statistically) than .01 (1%)? The 95% confidence interval bounding the true rate of change in magic hit rate happens to exclude .01 (1%), so yes. But of course, it's possible Type I error has manifested.

Finally, considering the range of ΔINT between 10 and 30:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 1 0.8059 0.8059
Pearson Chi-Square 1 0.8156 0.8156

Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept 0.7741 0.0133 0.7482 0.8001
dint 0.0044 0.0006 0.0033 0.0056


It seems that between ΔINT 10 and ΔINT 30, a 1-point increase in INT is expected to result in a .0044 increase in magic hit rate. But we cannot distinguish between .0045 and .005 given the 95% confidence interval.

Observations: I am interested in what happens to the effect of INT below 50% magic hit rate. This could be achieved by removing the Neptune's Staff and repeating the experiment. (Have fun collecting 11,000 observations!) But this data set (not mine) does not show any effect of INT+30 (is ΔINT after INT+30 still below 0 for an Elvaan mage versus an Ebony Pudding?) at 242 elemental magic skill. Is this because the "base" magic hit rate (whatever it is) is well below 50%?

Conclusion: Above 50% "base" magic hit rate (whatever it is), it appears that below ΔINT 10, 1 point of INT gives about a .01 increase (or .009 if you are a stickler for statistical significance) in magic hit rate for direct-magic damage, and above ΔINT 10, a .005 increase in magic hit rate.

I hope this result can be generalized to any kind of mob and also to MND and CHR.

Magic hit rate versus magic accuracy

I don't see an in-depth examination of the effect of magic accuracy (from equipment). Early on, he seemed to have been trying to get a feel for things (see the original post). I just see the following data pertaining specifically to magic accuracy:

For level 75 Qiqirn Archaeologists (Aydeewa Subterrane), using Stone magic, 82 INT, and 230 elemental magic skill, and no elemental staff (1,365 observations):
ConditionNo resist1/2 resist1/4 resist1/8 resist
baseline
379
(.420)
194
(.215)
133
(.147)
196
(.217)
+10 m. acc
205
(.443)
124
(.268)
58
(.125)
76
(.164)


For level 75 Steelshells (The Boyahda Tree), using Stone magic, 82 INT, and 230 elemental magic skill, and no elemental staff (1,142 observations):
ConditionNo resist1/2 resist1/4 resist1/8 resist
baseline
580
(.744)
141
(.181)
49
(.063)
10
(.013)
+10 m. acc
303
(.837)
49
(.135)
8
(.022)
2
(.006)

Since Qiqirn are resistant to earth magic, there is a huge discrepancy in the magic hit rate of Stone between the two sets of trials.

For the Qiqirn trial, the magic accuracy effect is not statistically significant, but that may just be a consequence of "small" sample sizes (poor statistical power to detect an effect size so small):

                   Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter Estimate Error Limits Square Pr > ChiSq

Intercept 0.4202 0.0164 0.3880 0.4524 653.65 <.0001
macc 0.0023 0.0028 -0.0033 0.0078 0.64 0.4254


For the Steelshell trial, the magic accuracy effect is highly, statistically significant, but the interval estimate is rather wide:

                    Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter Estimate Error Limits Square Pr > ChiSq

Intercept 0.7436 0.0156 0.7129 0.7742 2262.00 <.0001
macc 0.0093 0.0025 0.0045 0.0142 14.05 0.0002


Still, in light of what we know about the relationship between magic hit rate and each of the factors that have been investigated well above 50% magic hit rate and well below 50% magic hit rate (elemental staff and elemental magic skill), it seems reasonable to infer that 1 point of magic accuracy is equivalent to about 0.5% magic hit rate below 50% "base" magic hit rate and about 1.0% magic hit rate, at best, above 50% "base" magic hit rate. (The confidence interval is duly noted, but common sense dictates that the 1-point magic accuracy bonus is 1% hit rate at best.)

What the heck is "base" magic hit rate, and what evidence supports such an idea?

I am speculating that "base" magic hit rate is the result of a calculation that compares your "magic accuracy" score before equipment and buffs (debuffs) to a mob's "magic evasion" score, which may be comprised of elemental resistance factors.

So far, the main purpose of making a distinction between a "base" magic hit rate and magic hit rate bonuses from equipment (and possibly buffs/debuffs) is that the bonuses from staves, elemental magic skill, and magic accuracy (and probably INT) are conditional on magic hit rate, based on the extensive data provided. And how do you go about determining the bonuses from equipment if the bonuses from equipment determine the "base" hit rate?

My initial thought was that if a "base" hit rate is below 50%, then any bonuses from equipment will be as I described previously, even if the actual hit rate ends up being above 50%. Again, speculation.

As far as evidence goes, here is one that contradicts what I just wrote. Yet another post from our highly esteemed Japanese blogger illustrates the magic hit rate bonus from using a staff that is the same element as that of the magic being used. The data are summarized as follows:

For level 75 Qiqirn Archaeologists (Aydeewa Subterrane), using Stone magic, 82 INT, and 230 elemental magic skill, and no elemental staff (1,307 observations):
StaffNo resist1/2 resist1/4 resist1/8 resist
None
379
(.420)
194
(.215)
133
(.147)
196
(.217)
Terra's Staff
262
(.647)
81
(.200)
29
(.072)
33
(.081)


Note that the interval estimate of the magic hit rate without staff (not shown) does not cover .50, so I am 95% confident the real hit rate is below .50. Furthermore, the interval estimate of the magic hit rate with Terra's Staff (also not shown) does not cover .50 either, so I am 95% confident that the magic hit rate with Terra's Staff is well above .50.

Previously it was shown that a 95% confidence interval for the HQ staff effect "well" below 50% hit rate was (.1359, .1665). Here, the point estimate for the staff bonus appears to be .227, but how precise is this estimate?

            Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept 0.4202 0.0164 0.3880 0.4524
staff HQ 0.2267 0.0289 0.1701 0.2833
staff None 0.0000 0.0000 0.0000 0.0000


What's going on? First, one set of data showed that for magic hit rates above 50%, a HQ staff seemed to confer (what is thought to be) a constant 30% magic hit rate bonus (estimated). Then, another set of data showed that for magic hit rates below 50%, a HQ staff seemed to confer (what is thought to be) a constant 15% magic hit rate bonus (estimated). But the above 95% CI covers neither .15 nor .30.

So this data seems to undermine the idea of the "base" hit rate check I speculated about, unless a transition below 50% magic hit rate to above 50% magic hit rate (and vice versa) is handled by the game in a way that is difficult to observe. (Well, I have gone delirious at this point, so let me revisit this later.)

Summary

The conclusions inferred from the data so far (see my last post as well for a summary) rest on a few ideas and concessions that really warrant further examination:

  • There are two distinct "regimes" of magic hit rate before any bonuses from equipment (and probably buffs/debuffs and food, etc.) that determine the magnitude of the accuracy bonuses from elemental magic skill, elemental staves, and magic accuracy (all from equipment).
    • One region is below 50% magic hit rate
    • The other region is above 50% magic hit rate
  • We are assuming piecewise linearity to model the existence of the above phenomenon. Otherwise, some nonlinear relation (e.g. logistic) will result in more complex interpretations
  • I acknowledge that only direct-magic damage ("nukes") was investigated. "Further examination" here means that we should look at other types of magic (enfeebling) to see if the conclusions for direct-magic damage can be generalized.
  • I concede the possibility of weather/day possibly confounding the results. But these effects do not process 100% for the magic damage calculation, so if they also apply to magic accuracy, the effect is probably not 100% either (without obis). The effect may also be weak and hard to detect, if it even exists at all; if this is the case, it is not a serious confounding threat. (I don't see any data to corroborate this though. You can perform some regression diagnostics to check for omitted explanatory variables, too.)


However, even if the model described above is not exactly as SE designed magic accuracy/magic hit rate to work, it still is a model that seems to approximate well the "reality" of the situation (for nukes). It's not like I have a vested interest in promoting this view of magic hit rate bonuses. It is well within the realm of possibility that the data provide only a limited view of the whole situation.

That said, so far it appears (and I do emphasize that these are estimates) that, given the data so far:

  • If the initial and final magic hit rates are both below 50%, then
    • An HQ staff of the correct element gives a constant increase of 15% magic hit rate
    • A NQ staff of the correct element gives a constant increase of 10% magic hit rate
    • 1 point of elemental magic skill gives a constant increase of 0.5% magic hit rate
    • 1 point of magic accuracy gives a constant increase of 0.5% magic hit rate (caveat being the evidence is not that strong)
  • If the initial and final magic hit rates are both above 50%, then
    • An HQ staff of the correct element gives a constant increase of 30% magic hit rate
    • A NQ staff of the correct element gives a constant increase of 20% magic hit rate
    • 1 point of elemental magic skill gives a constant increase of 1% magic hit rate
    • 1 point of magic accuracy gives a constant increase of 1% magic hit rate (caveat being the evidence is not that strong)


    "Open question": If 50% magic hit rate (before equipment or "base") really is a critical point, what happens to accuracy bonuses (or penalties) that cross this critical point?

    Finally, we also saw that for INT, specifically ΔINT, the difference between your INT and your target's INT:

    • If the initial and final magic hit rates are both above 50%, then
      • Between ΔINT -20 and ΔINT 10, 1 point of INT gives a constant increase of 1% magic hit rate
      • Between ΔINT 10 and ΔINT 30, 1 point of INT gives a constant increase of 0.5% magic hit rate
    • There is no information for initial and final magic hit rates both below 50% magic hit rate


    "Open question": Suppose ΔINT 10 really is a critical point. Then what happens to INT bonuses (or penalties) that cross this critical point? (The Burn experiment that the Japanese blogger described, which I did not address, seems inconclusive on this point.)

    Finally, there appears to be a level correction/penalty to magic hit rate when targeting something higher level than you.

    The temptation now (at least for me) is to seek out existing data sets and see if they are consistent with the model just described, but I will try to look at the "open questions" I just identified in a later post.

Wednesday, December 17, 2008

On magic resist rates

(Edit (Dec. 30): Obvious mistake when talking about tests for two proportions.)

(Edit (Dec. 18): I added sample proportions in the tables I presented to add a little clarity to the presentation. The sample proportions in each row of a table are those for a multinomial distribution, conditional on the level of the factor described in the left-most cell, so the proportions sum to 1 row-wise.)

I recently came across a Japanese player's blog with many interesting insights on "magic hit" rate ("lack of resist" rate) supported by data that apparently he himself collected. I didn't collect this data. I do not take credit for any of this. I have no idea how these observations are regarded in the Japanese FFXI "community," but they don't seem to be promulgated on wiki.ffo.jp, one of a few Japanese analogues to FFXIclopedia.

At any rate, assuming the data are legitimate, this blogger deserves a lot of credit for investigating the relationship between magic hit rate and each of several controllable factors (staff, elemental magic skill, INT). The following discussion summarizes the blogger's findings, leavened by my own observations. (Since I don't know Japanese, I may be glossing over any qualifying statements the blogger may be making about his data, but his presentation of his main conclusions is straightforward, a stark contrast to my rambling, invective-laden posts.)

Note: for the purposes of this post, "magic hit rate" is synonymous with "no resist rate" (in other words, no partial resists). If you want to skip all the rambling that follows, you can jump to the summary.

The magic hit rate bonus of elemental staves

After casting a Water spell (presumably the same one) on a level 78 Earth Elemental 7,990 times (!) with 103 INT, 270 elemental magic skill, and varying levels of staff effect (no staff, NQ staff, HQ staff), the blogger obtained the following results:


No resist1/2 resist1/4 resist1/8 resist
No staff2324
(.598)
906
(.233)
385
(.099)
271
(.070)
Water Staff1594
(.793)
336
(.167)
51
(.025)
29
(.014)
Neptune's1858
(.887)
204
(.097)
30
(.014)
2
(.001)


Modeling the "no resist" rate versus staff (levels: no staff, NQ, and HQ), the following estimates are obtained:

            Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept 0.5980 0.0079 0.5826 0.6135
staff HQ 0.2893 0.0105 0.2687 0.3098
staff NQ 0.1950 0.0120 0.1715 0.2185
staff None 0 0.0000 0.0000 0.0000


We are 95% confident that a HQ staff (co-aligned in element with that of a direct-damage magic spell) provides an absolute increase of magic hit rate (or resist rate decrease) between .2687 and .3098. We are also 95% confident that the NQ staff provides an absolute increase of magic hit rate between .1715 and .2185.

Observations: Is the magic hit rate bonus of elemental staves additive (constant increase) or multiplicative (percent increase)? I am not going to pretend to know the exact details since we cannot know them. However, given the blogger's efforts at obtaining precise point estimates, we can just model the bonus as a static increase, and that's good enough for me. It's not like anyone can actually verify or reject this modeling assumption in normal gameplay.

This blogger seems to be making a point about the experiment being conducted above 50% hit rate without a staff bonus. In previous posts (which I will get to later), he shows evidence of a discontinuity in the rate of change in magic hit rate (sounds funny, right?) versus elemental skill around 50% hit rate. Actually, this observation could explain some curious trends in this data set that I mentioned before, such as that INT seems to have no effect at 242 elemental skill, but the success rate is well below 50%. Perhaps any INT increase makes zero contribution conditional on the overall hit rate being below 50%? It seems pretty weird to condition on an outcome if you ask me...

It may be interesting to note that the probability distribution of resists for elemental magic, given some level of magic accuracy (w/ staff or not), could be modeled as follows (yes... I will attribute this to the same blogger... source):

no resist: p
1/2 resist: p(1-p)
1/4 resist: p(1-p)2
1/8 resist: (1-p)3

Here, p is the probability of "success" (no resist).

I mention this only because one of the more trivial complaints I've heard about estimating the staff bonus is that the full range of resists is not accounted for. Well, if the distribution of resists is determined by only one parameter, and the estimated change in that parameter (rate of no resists) is used to estimate the staff bonus, there is no problem. Perhaps this isn't the case with enfeebling magic (well, it isn't with the Sleep family of spells, as there is a full resist, half resist, and no resist, as far as I can tell), but it looks like a pretty good fit to the above data. Also, I don't think SE would bother assigning a unique parameter to each resist level (under the restriction that they all add to 1).

Conclusion: Above .50 magic hit rate, I would provisionally treat the HQ staff bonus as a .30 magic hit rate increase. The NQ staff bonus appears to be a .20 magic hit rate increase.

Apparently, wiki.ffo.jp does report a bonus of +20 magic accuracy for NQ staves and +25-30 for the HQ. I don't know if those values were obtained independently or not. I haven't really emphasized it until now, but I don't think magic accuracy is synonymous with hit rate until shown otherwise. In other words, there is no reason for me to assume that magic accuracy has the same effect regardless of "base" magic hit rate level.

Magic hit rate versus elemental magic skill

After casting a Water spell (presumably the same one) on a level 78 Earth Elemental 12,730 times (!!) with 78 INT and varying levels of elemental magic skill (with a HQ staff), the blogger obtained the following results:

SkillNo resist1/2 resist1/4 resist1/8 resist
2301233
(.380)
768
(.237)
499
(.154)
746
(.230)
240832
(.434)
469
(.245)
245
(.128)
369
(.193)
2501536
(.476)
826
(.256)
399
(.124)
468
(.145)
2621000
(.598)
373
(.223)
163
(.097)
137
(.082)
2701780
(.667)
600
(.225)
188
(.070)
99
(.037)


This data set illustrates the importance of checking for lack of fit when regressing a response (magic hit rate) on some predictor variables (elemental magic skill). If you apply the linear probability model for the above data set, you will get the following deviance and Pearson chi-square goodness-of-fit statistics, indicating an extremely poor fit to the data:

           Criteria For Assessing Goodness Of Fit

Criterion DF Value Value/DF

Deviance 3 19.8838 6.6279
Pearson Chi-Square 3 19.8790 6.6263


The author observes that the relationship between magic hit rate and elemental magic skill seems to be piecewise linear (see post for graph), which accounts for the lack of fit across the whole range of elemental magic skill. I am inclined to agree.

The author then collected data for the same experimental conditions but without a HQ staff:

SkillNo resist1/2 resist1/4 resist1/8 resist
230521
(.234)
387
(.173)
283
(.127)
1040
(.466)
240459
(.267)
361
(.210)
235
(.137)
666
(.387)
250732
(.331)
470
(.213)
316
(.143)
691
(.313)
260608
(.382)
412
(.259)
228
(.143)
345
(.217)
270916
(.426)
529
(.246)
314
(.146)
390
(.181)


It is interesting to note that if you model magic hit rate, combining the two data sets just presented (one with HQ staff, one without), one obtains the following estimates applying the linear probability model (the scope of the model is between 230 and 250 elemental magic skill):

           Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept -0.8782 0.1078 -1.0896 -0.6668
skill 0.0048 0.0005 0.0039 0.0057
staff Yes 0.1512 0.0078 0.1359 0.1665
staff No 0.0000 0.0000 0.0000 0.0000


(Note: It is possible to test for interaction between the skill and staff effects, or, in other words, whether the staff effect is multiplicative or additive. If multiplicative, the staff bonus should vary with elemental skill. I did so, and the interaction effect is not significant. But, if the staff bonus does vary with skill, it will be very hard to detect statistically if a hypothesized percent increase is not so different from a constant increase.)

We are 95% confident that, controlling for the staff effect, a one-point increase in elemental magic skill provides in an absolute increase of magic hit rate between .0039 and .0057 below 50% magic hit rate.

We are also 95% confident that, controlling for elemental magic skill, a HQ staff (co-aligned in element with that of a direct-damage magic spell) provides an absolute increase of magic hit rate (or resist rate decrease) between .1359 and .1665 below 50% magic hit rate.

Unfortunately, I cannot perform the same analysis for hit rate observations above 50%, both without and with a HQ staff, since the author did not provide the necessary data. However, I can still regress hit rate on elemental magic skill. (The experimental setup is the same except that 103 INT was used along with a HQ staff.)

         Analysis Of Parameter Estimates

Standard Wald 95% Confidence
Parameter Estimate Error Limits

Intercept -1.7053 0.1604 -2.0197 -1.3909
Skill 0.0096 0.0006 0.0084 0.0108


(Note: the scope of the model is between 250 and 270 skill.)

We are 95% confident that a one-point increase in elemental magic skill provides in an absolute increase of magic hit rate between .0084 and .0108 above 50% magic hit rate.

Observations: Interesting! It seems the elemental staff bonus is conditional on what the magic hit rate is, presumably before the staff bonus is applied. And, at least under 50% hit rate, 1 point of elemental magic skill appears roughly equivalent to .005 magic hit rate.

Yet above 50% hit rate, 1 point of elemental magic skill appears roughly equivalent to .01 magic hit rate. I wonder if magic accuracy also exhibits a similar trend before 50% hit rate and after 50% hit rate. Then perhaps the increase in hit rate from staves is equivalent to a magic accuracy increase. But how does a "check" on a calculated hit rate work if the effects of skill and accuracy (and staff) depend on the hit rate? Seems pretty circular to me.

What if you are near this critical point and then add, say, +15 elemental magic skill from a piece of equipment? Perhaps the "base" hit rate calculation depends on "native" magic skill compared to some target's "magic evasion." So it may be desirable to maximize one's elemental magic skill, for example, so that your base hit rate relative to some target of interest is above 50%. Otherwise, your equipment bonuses will be checked against a hit rate below 50%, and you will be penalized accordingly. This is all speculation though.

Conclusion: The data suggest the following:

Below .50 "base" magic hit rate:
HQ staff bonus: +.15 magic hit rate (perhaps +15 magic accuracy)
NQ staff bonus: +.10 magic hit rate (inferred)
elemental magic skill: +1 skill is equivalent to .005 hit rate

Above .50 "base" magic hit rate:
HQ staff bonus: +.30 magic hit rate (perhaps +30 magic accuracy)
NQ staff bonus: +.20 magic hit rate (inferred)
elemental magic skill: +1 skill is equivalent to .01 hit rate

Magic hit rate and possible level correction

One of this blogger's earlier posts appears to address the possibility of a level penalty when a target is higher level than you.

The targets of interest were level 75 Steelshells (even match) and level 76 Steelshells (tough). Presumably, both types of steelshells have the same INT and "magic evasion," although for practical purposes one cannot really distinguish between "pure" magic evasion and a reduction in magic hit rate from a level correction. At any rate, there is a data set to test for a possible effect of level difference.

Note that the author also recorded observations versus day of the week. Considering that any day (or weather) effect processes relatively infrequently, it may be hard to detect a day (or weather) effect using small samples unless the effect is really strong. It doesn't appear to be strong, if it exists.

I won't replicate the data sets here but I will provide the results of "regressing" hit rate on level. This is similar to a test for two binomial proportions, except that there is an assumption of of a linear relationship (correlation) between the response proportion and the predictor variable.

Experimental conditions: 82 INT, 230 elemental magic skill.

             Analysis Of Parameter Estimates

Standard Wald 95% Confidence Chi-
Parameter Estimate Error Limits Square

Intercept 8.3549 1.5956 5.2277 11.4822 27.42
level -0.1015 0.0211 -0.1429 -0.0601 23.09


I left in the chi-square statistics this time so you can compare to the results of a test for two proportions (which has a chi-square statistic of 22.0426 with 1 degree of freedom).

Conclusion: For Steelshells, magic hit rate appears to be reduced by .10 for level 76 Steelshells compared to level 75 Steelshells, but this point estimate is not that precise. That seems like a fairly big effect if we can generalize this result, considering the types of VT-IT monsters a black mage might fight and still have a low resist rate on with decent merits and equipment (thinking Aura Statues), but I don't see any reason to doubt these results.

Summary

There is one more thing I want to address but I've been plinking away at this far too long and so I'll revisit it tomorrow, perhaps.

Here are some tentative conclusions so far:

  • Below .50 "base" magic hit rate:
    • HQ staves co-aligned in element with that of a direct-damage magic spell (and probably other types too) appear to provide a constant increase of .15 magic hit rate
    • NQ staves co-aligned in element with that of a direct-damage magic spell (and probably other types too) appear to provide a constant increase of .10 magic hit rate
    • 1 point of elemental magic skill (from equipment alone?) corresponds to an increase of about .005 magic hit rate
  • Above .50 "base" magic hit rate:
    • HQ staves co-aligned in element with that of a direct-damage magic spell (and probably other types too) appear to provide a constant increase of .30 magic hit rate
    • NQ staves co-aligned in element with that of a direct-damage magic spell (and probably other types too) appear to provide a constant increase of .20 magic hit rate
    • 1 point of elemental magic skill (from equipment alone?) corresponds to an increase of about .01 magic hit rate
  • A magic hit rate penalty appears to exist when targeting monsters higher level than you

"Open questions": what about INT and magic accuracy?

I made an attempt at proofreading this post, but if there are any mistakes or non-sensical comments you may specify them in the comments (as though I'll receive any comments though). Criticism and any other insights about the validity of the data, commentary, and statistical analysis are welcome, too.

Thursday, December 4, 2008

A half-year in parses

December 11: I now have the time to add some comments for all the parser output I posted last week.

Treasure and Tribulations BCNM, 1st attempt (July 11)

Melee Damage
Player Melee Dmg Hit/Miss M.Low/Hi M.Avg
NIN/WAR 470 38/85 4/18 11.62


Spell Damage
Player Spell Dmg Spell % #Spells S.Low/Hi S.Avg
NIN/WAR 914 64.55 % 29 4/44 31.52
- Doton: Ni 164 17.94 % 4 40/44 41.00
- Huton: Ni 140 15.32 % 4 20/40 35.00
- Hyoton: Ni 200 21.88 % 6 20/40 33.33
- Katon: Ni 110 12.04 % 5 10/40 22.00
- Raiton: Ni 196 21.44 % 5 36/40 39.20
- Suiton: Ni 104 11.38 % 5 4/40 20.80


Comments: it certainly is more palatable to fight a mimic (Small Box) straight up rather than hope you pick the right treasure chest. Comments on FFXIclopedia recommend sushi "except if you have really good gear," but melee accuracy against this mimic was a joke. I felt better off using the "wheel" lest the fight take 25 minutes.

Treasure and Tribulations BCNM, 2nd attempt (July 12)

Melee Damage
Player Melee Dmg Hit/Miss M.Low/Hi M.Avg
NIN/WAR 214 20/78 5/13 8.47


Spell Damage
Player Spell Dmg Spell % #Spells S.Low/Hi S.Avg
NIN/WAR 1008 80.45 % 36 4/44 28.00
- Doton: Ni 115 11.41 % 5 5/40 23.00
- Huton: Ni 190 18.85 % 6 10/40 31.67
- Hyoton: Ni 220 21.83 % 7 20/40 31.43
- Katon: Ni 164 16.27 % 7 4/40 23.43
- Raiton: Ni 145 14.38 % 6 5/40 24.17
- Suiton: Ni 174 17.26 % 5 10/44 34.80


Comments: more of the same (Small Box again), mainly to corroborate the hideous evasion of these mimics. I am curious whether there is any difference in hit rate targeting the larger boxes instead.

Evasion vs. Water Leaper (August 1)

Attacks Against:
Player Total Avoided Avoid %
NIN/THF 253 247 97.63 %


Standard Defenses
Player M.Evade M.Evade % Shadow Shadow % Parry Parry %
NIN/THF 148 58.73 % 93 93.94 % 6 5.77 %


Comments: I trot out the thief support job to maximize my evasion. (I've seen "Evasion Bonus II" job trait from thief to be both +22 and +23 total.) This may be indispensable for something like Fenrir (I may try soloing it again now that Reraise effects can't be dispelled) but for mundane things not so much. Trading 12 or 13 evasion for all the abilities available to DNC37 (dancer also gets an Evasion Bonus trait) seems like a no-brainer for menial tasks, if I can ever bother to finishing leveling it.

Evasion vs. Goblin Slaughtermen, Temenos - Northern Tower (August 8)

Attacks Against:
Player Total Avoided Avoid %
NIN/THF 241 234 97.10 %


Standard Defenses
Player M.Evade M.Evade % Shadow Shadow % Parry Parry %
NIN/THF 155 65.13 % 71 91.03 % 8 9.64 %


Comments: Ninja soloing for AF+1 in Temenos seems "common" enough for those who have the patience and adequate equipment. I've tended to err toward mixing both haste and evasion if only to speed up the process just a little, so even without maximum evasion, one can still evade a fair amount of attacks. (At least I assume that was the case for this, one of my last Temenos runs.) Sadly, in the past I have actually timed out mainly because of mediocre DD output, but it doesn't really matter to me whether I finish in 20 minutes or 28 minutes.

Enfeebling Despot (October 10)

BLM/RDM
Debuff # Times # Successful # No Effect % Successful
Bind 26 21 0 80.77 %
Gravity 8 8 0 100.00 %
Poison II 12 11 0 91.67 %

RDM
Debuff # Times # Successful # No Effect % Successful
Bind 3 2 0 66.67 %
Gravity 6 6 0 100.00 %


Comments: I had such extraordinary success (by my standards) binding Despot that I feel this is an anomaly. I am pretty sure my enfeebling magic skill a few months ago was 269, which isn't good for BLM. Although binding isn't necessary for soloing Despot as a black mage (yes, I didn't solo it here), it can give you a little slack.

Pahluwan Khazagand effect on crit rate (October 16)

Melee Damage
Player Hit/Miss M.Avg #Crit Crit%
WAR/NIN 459/39 143.43 40 8.71 %
SAM/WAR (Askar) 581/184 140.84 54 9.29 %
MNK72/WAR36 1270/283 52.96 148 11.65 %

Total Experience : 19012
Number of Fights : 100
Start Time : 10:06:51 AM
End Time : 11:07:50 AM
Party Duration : 1:00:58
Total Fight Time : 1:35:08
Avg Time/Fight : 36.59 seconds
Avg Fight Length : 57.08 seconds
XP/Fight : 190.12
XP/Minute : 311.77
XP/Hour : 18706.50


Comments: I am no fan of the "Mamool Ja north" merit camp, but whatever it takes. I even included the experience summary to show that the exp rate was great (by my standards). Also, I noticed that the monk was wearing the Pahluwan body piece. I have seen bandied about the claim that the crit bonus on Pahluwan is "broken," and I believe this nonsense originated from this idiotic post from 2006. Such fuckers don't realize that the margin of error associated with the sample crit rate in question, even for 718 total hits, will be fairly wide. For example, a 95% Clopper-Pearson interval for the crit rate with Pahluwan body is (0.1366717, 0.1920368), so I wouldn't be talking shit about how the body makes the crit rate "worse."

Going back to the parser output, it seems to confirm the notion that critical hit rate is minimized at 5% (9% with 4 merits). This is to be expected without a sufficient amount of dexterity at this camp. If the monk's base crit rate before equipment was indeed 9% (assuming the monk had all the merits), then there is strong evidence that Pahluwan body does have an effect (trivial conclusion since the item description explicitly states there is one). As for the magnitude of the effect, a 95% CI for the crit rate bonus is (0.00939805, 0.04546965), so I am 95% confident that the true bonus is somewhere in that interval. So much for crit rate being "broken" (not that the effect isn't weak).

Enfeebling Aura Statues

≥ 82 (October 23)

BLM/RDM
Debuff # Times # Successful # No Effect % Successful
Bind 92 52 0 56.52 %
Dispel 1 0 1 0.00 %
Gravity 234 184 1 78.63 %
Sleep 34 22 0 64.71 %
Sleep II 120 94 0 78.33 %
Sleepga II 1 1 0 100.00 %
Stun 40 39 0 97.50 %

≥ 25 (October 24)

BLM/RDM
Debuff # Times # Successful # No Effect % Successful
Bind 11 8 0 72.73 %
Gravity 80 62 0 77.50 %
Sleep 11 7 0 63.64 %
Sleep II 26 24 0 92.31 %
Stun 22 22 0 100.00 %

≥ 9 (November 13)

BLM/RDM
Debuff # Times # Successful # No Effect % Successful
Bind 6 4 0 66.67 %
Gravity 25 20 0 80.00 %
Sleep II 5 5 0 100.00 %
Stun 8 8 0 100.00 %


Comments: Now that I have some working hypothesis on the relationship between magic skill and magic "hit rate" (again, to make a distinction between a "lack of resist" rate and the magic accuracy attribute), I am going to put it to the test against Aura Statues once I reach 289 enfeebling magic skill. (Merciful Cape is absolutely out of the question as I am not that masochistic; Enfeebling Torque is overpriced and obtaining Wizard's Coat +1 is contingent on luck getting the materials.) Oddly, the resist rate estimates seem consistent only for gravity. I'll have to look into it. Again, I wouldn't be surprised that a level correction plays some role.

Direct magic damage to Genbu (October 26)

Bio II
3: 17
35: 1
Burst II
1067: 1
Thundaga III
532: 1
Thunder IV
73: 1
99: 3
199: 1
398: 3
795: 1
798: 12



Comments: I seemed to have pretty good success damaging Genbu this time.

Dancer (lv14-15) EXP/hour (November 7)

Total Experience : 5845
Number of Fights : 82
Start Time : 3:07:05 PM
End Time : 4:17:42 PM
Party Duration : 1:10:37
Total Fight Time : 1:43:29
Avg Time/Fight : 51.68 seconds
Avg Fight Length : 75.73 seconds
XP/Fight : 71.28
XP/Minute : 82.76
XP/Hour : 4965.81

Mob Listing
Mob Base XP Number Avg Fight Time
Akbaba --- 1 0.00
Canyon Crawler 80 1 35.00
Canyon Rarab 60 2 24.50
Canyon Rarab 65 5 29.01
Canyon Rarab 70 9 40.56
Canyon Rarab 75 4 49.29
Goblin Digger 80 1 1:33.09
Goblin Thug 60 1 37:07.29
Goblin Thug 65 1 35.00
Goblin Tinkerer 80 1 54.01
Goblin Tinkerer 90 1 1:00.04
Killer Bee 70 6 36.41
Killer Bee 75 5 38.22
Killer Bee 80 4 2:37.06
Pygmaioi 65 3 34.68
Pygmaioi 70 3 50.68
Pygmaioi 75 7 45.59
Pygmaioi 80 2 3:35.61
Strolling Sapling 65 8 33.02
Strolling Sapling 70 10 42.63
Strolling Sapling 75 1 6.00
Yagudo Acolyte 60 2 19.51
Yagudo Persecutor 90 2 42.54
Yagudo Piper 90 1 1:01.01
Yagudo Scribe 60 1 13.01
Yagudo Scribe 65 1 10.00


Comments: I've become progressively less patient with leveling subjobs even though the last few have been easy to solo (against goblin pets), from samurai to dark knight to red mage and, now, dancer. I just don't see myself leveling another job as my playing time wanes, especially considering no job other than dancer will let me spend 70 minutes mowing down every EP nonstop for almost 5k exp/hr.